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Cat Merc
Onslaught Inc RISE of LEGION
10266
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Posted - 2014.06.10 16:58:00 -
[121] - Quote
Sir Dukey wrote:CCP Logibro wrote:lithkul devant wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? While I think your intentions might be good on this, I think you are doing it wrong. 1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing. 2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place) 3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL. 4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times. Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds. I'm pretty sure that we can reduce that threshold from 102 to 80-75 or even lower safely (anything that isn't an AV weapon already has a really low multiplier so shouldn't interfere still). There's also a strange thing I've found with the resistances for dropships against swarms (the 55% efficiency people have mentioned), so fixing that might solve a lot of problems. PG/CPU modifications are something we've considered, but that's a little beyond the scope of Bravo. Chances are we won't touch them this time around and leave them for another hotfix. Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people. There is no damage nerf, prototype damage is the same and standard and advanced are higher. Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy. My small missiles does 50% damage to shields, my large missiles do 50% damage to shields, Swarms should do 50% damage to shields.. I can't believe you are buffing this lock and fire skill-less weapon. At least make it so they have to keep the lock on .. We are talking about vehicle sized targets here. In the range that the swarm launcher can actually lock on, a forge gun can VERY EASILY hit.
It takes a lot of skill to MISS at that point.
Feline overlord of all humans - CAT MERC
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duster 35000
Algintal Core Gallente Federation
17
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Posted - 2014.06.10 17:16:00 -
[122] - Quote
CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that. Oh forgot to mention. Do nkt lower the threshold for shield vehicles, even with a hardener shield regen is stopped and makes pythons suck.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Sir Dukey
SAM-MIK General Tso's Alliance
1003
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Posted - 2014.06.10 17:26:00 -
[123] - Quote
Cat Merc wrote:Sir Dukey wrote:CCP Logibro wrote:lithkul devant wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? While I think your intentions might be good on this, I think you are doing it wrong. 1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing. 2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place) 3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL. 4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times. Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds. I'm pretty sure that we can reduce that threshold from 102 to 80-75 or even lower safely (anything that isn't an AV weapon already has a really low multiplier so shouldn't interfere still). There's also a strange thing I've found with the resistances for dropships against swarms (the 55% efficiency people have mentioned), so fixing that might solve a lot of problems. PG/CPU modifications are something we've considered, but that's a little beyond the scope of Bravo. Chances are we won't touch them this time around and leave them for another hotfix. Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people. There is no damage nerf, prototype damage is the same and standard and advanced are higher. Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy. My small missiles does 50% damage to shields, my large missiles do 50% damage to shields, Swarms should do 50% damage to shields.. I can't believe you are buffing this lock and fire skill-less weapon. At least make it so they have to keep the lock on .. We are talking about vehicle sized targets here. In the range that the swarm launcher can actually lock on, a forge gun can VERY EASILY hit. It takes a lot of skill to MISS at that point.
ok then.. if it's that hard to miss make it so you have to keep aim on target..
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Atiim
Heaven's Lost Property
9297
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Posted - 2014.06.10 17:29:00 -
[124] - Quote
Sir Dukey wrote: ok then.. if it's that hard to miss make it so you have to keep aim on target..
That would easily ruin Swarm Launcher vs LAV combat.
I thing dumbfire would be the better idea.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Cat Merc
Onslaught Inc RISE of LEGION
10267
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Posted - 2014.06.10 17:32:00 -
[125] - Quote
Sir Dukey wrote: ok then.. if it's that hard to miss make it so you have to keep aim on target..
Then they won't be able to actually kill anything. They are balanced around firing 3 swarms really quickly, getting to cover, reloading, then firing again.
They really cannot do anything otherwise.
Feline overlord of all humans - CAT MERC
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Kallas Hallytyr
Skullbreakers
458
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Posted - 2014.06.10 17:50:00 -
[126] - Quote
(The following are my thoughts as an ADS pilot.)
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK Sweet zombie baby Jesus have my children now! :) It's not a huge drop in price, but it would be so damn welcome!
CCP Logibro wrote:* Swarms to 150m, Assault Swarms to 200m
I think that swarms are fine at 175, and I'd consider 225 to be pretty reasonable for the proposed assault swarms. Might need to see damage figures and acceleration differences first though.
CCP Logibro wrote:* Buff base dropship health a little (not ADS) Interesting. I'd definitely like to see more regular DS flying about...and totally not because my PC Incubus needs feeding :D
CCP Logibro wrote:* Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms Both are definitely reasonable.
CCP Logibro wrote:* Slight increase to physical impulse on Swarms I'm somewhat reticent about this potential change because swarm impulse is somewhat erratic: sometimes it will do nothing, or next to nothing, even to Pythons; sometimes it will almost 180 flip you. |
Kallas Hallytyr
Skullbreakers
458
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Posted - 2014.06.10 17:51:00 -
[127] - Quote
CCP Logibro wrote:* Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. Can you shed any light on the rotation interval? Many folks have seen the swarms spinning about an ADS like mad dervishes for a couple of seconds, is that an artifact of the rotation interval? Any chance you could look into that please?
CCP Logibro wrote:* Increase Standard Dropship speed (140 -> 160) Again, interesting and could serve to see more regular DS in the air.
CCP Logibro wrote:* Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. Very good choice! This is something I wholeheartedly endorse. My one concern would be the impulse effect each missile would bring - would it be the same as the current swarms or would it be reduced in line with the damage shift?
CCP Logibro wrote:* Reduce Assault Swarm damage (looking at 10% initially) I think 10% would be a reasonable platform to begin with.
CCP Logibro wrote:Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time. Indeed, many people feel that ADSs survive too well when the truth is that it is primarily the heavy rep Incubus that is the main culprit.
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Kallas Hallytyr
Skullbreakers
458
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Posted - 2014.06.10 17:52:00 -
[128] - Quote
CCP Logibro wrote:Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? Interesting. I think this would need to be handled very carefully: speed is the lifeblood of the ADS, Pythons especially, and even a relatively short duration like 5 seconds could mean that a pair of AVers means auto death if the reduction is even vaguely large.
I'd be interested to see it introduced, but as an aside, what is the likelihood of seeing it if we are not receiving client side updates?
In all though, a lot of these changes would be excellent. |
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1291
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Posted - 2014.06.10 18:04:00 -
[129] - Quote
Assault swarms should be fast, short range missiles. ADS only counter to swarms is to outrun them. That's the thing people don't understand about fire and forget weapons. The less effort needed to use, the less reward. So make assault swarm missiles move as fast as installation missiles, but they only fly up to 300m. This can be said to be because they have been modified to burn the fuel faster, giving increased speed but drastically lower flight time, on account of running out of fuel far faster.
This is balanced, because an ADS can stil use speed to escape these swarms. But rather than escaping the swarms by moving faster than them, he escapes by outranging them faster. Meaning an assault swarm can apply its DPS easier than now, at the cost of being outranged far quicker. There should be a tradeoff over the normal swarm launcher for using the assault, and missile max range is a good place for it. Especially considering assault generally means higher DPS, less range (with a few aberrant exceptions, like the SMG, which need fixing.)
That's what you get!! - DA Rick
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Fox Gaden
Immortal Guides
3669
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Posted - 2014.06.10 18:09:00 -
[130] - Quote
AV damage resistance:
It has been stated several times in this thread that certain (Gallente) dropships experience reduced damage from Swarm Launchers. This is a problem because on the one hand the damage reduction is to great, and on the other hand because it is not applied to all dropships.
However, if the damage reduction could be adjusted it could be a useful tool in AV balance. We could balance AV against HAVGÇÖs, and then use the AV damage resistance of dropships to balance them against the AV that has been balanced against HAVGÇÖs. It would have to be applied to all dropships though.
Swarm Launchers:
- I think that Swarm Damage should be adjusted to 250 per missile.
- I think that lock time on Swarm Launchers should be applied per missile, so that Lock time increases with each additional missile, just as Damage increases as you move from Militia/Standard, to Proto. The balance of Time to Damage should be such that the increase in DPS from Militia/Standard, to Proto should be comparable to the increase in DPS of Standard Forge Guns to Proto Forge Guns.
One of the challenges of balancing the Swarm Launcher has always been that making the Proto Swarm Launcher balanced meant that the Standard Swarm Launcher became completely ineffective, and balancing the Standard Swarm Launcher made the Proto version OP. This change would salve that problem, without getting ride of the unique damage per missile setup which makes Swarm Launchers unique.
Proto Swarms would still have much higher Alpha, but the difference in DPS would not be as extreme.
Missile Speed:
Judge Rhadamanthus has explained that the first indication a Dropship pilot often has that there is a Swarm Launcher targeting them is when the first Swarm hits, and by that time there is already more swarms in the air.
It occurs to me that if Swarm Missiles moved fast enough, the first Swarm would hit while the Swarm Launcher was still trying to acquire its second lock. So faster swarms would actually give Dropship pilots more time to react. On the other hand it would be harder to get away from the Swarms once they are in the air.
So when looking at it that way, would faster missiles be better or worse? From a Dropship pilot perspective? From an AV perspective?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3669
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Posted - 2014.06.10 18:29:00 -
[131] - Quote
Sir Dukey wrote: Also, while an incubus can take unlimited volleys of militia swarms and not budge, the python has to run away with max two swarms. I would also like to say the shield collision damage is through the roof. Landing takes away 400 shield minimum, accidentally bumping a wall just a tad takes off over 1000s of shield and swarms throw pythons around like tennis balls. The heavier incubus is resistant to collision, has more EHP, better repair, doesn't turn upside down due to one volley of swarm. Obviously Incubus is the best ADS just like Madrugar is the best tank.
I have not flown Pythons enough (because I am cash strapped) to comment on them, but recently I got 50 free Caldari Dropships from the PSN store (the Red ones) which I think had the same operating characteristics as a Python (despite being standard configuration) because what you posted describes them perfectly.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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ZDub 303
Escrow Removal and Acquisition Dirt Nap Squad.
3044
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Posted - 2014.06.10 18:32:00 -
[132] - Quote
Alena Ventrallis wrote:Assault swarms should be fast, short range missiles. ADS only counter to swarms is to outrun them. That's the thing people don't understand about fire and forget weapons. The less effort needed to use, the less reward. So make assault swarm missiles move as fast as installation missiles, but they only fly up to 300m. This can be said to be because they have been modified to burn the fuel faster, giving increased speed but drastically lower flight time, on account of running out of fuel far faster.
This is balanced, because an ADS can stil use speed to escape these swarms. But rather than escaping the swarms by moving faster than them, he escapes by outranging them faster. Meaning an assault swarm can apply its DPS easier than now, at the cost of being outranged far quicker. There should be a tradeoff over the normal swarm launcher for using the assault, and missile max range is a good place for it. Especially considering assault generally means higher DPS, less range (with a few aberrant exceptions, like the SMG, which need fixing.)
Along these same lines as Alena is saying.
Logibro, please strive to be more consistent with the current nomenclature in the game. All light weapon assault variants are shorter range and higher rate of fire.
Your proposed longer range and slower missile variant would better fall under either the breach or tactical variant name. As Rattati has been trying to fix with the AR. The idea of a slower and short range variant is fundamentally bad design and Rattati has already proposed reworking the Breach Plasma Rifle into a longer range weapon than the Assault Plasma rifle, which is good. This should be translating to sidearms and AV, try to make it so:
Assault Variant should be high damage and short range Breach should be higher damage at slightly longer range at the expense of missile velocity Tactical should be lower damage but very long range.
Very basic kind of spreadsheet here with 'proposed ideas'. Numbers are likely unbalanced but just for general idea.
Swarm Launcher variants 'proposal' |
lithkul devant
Legions of Infinite Dominion Zero-Day
239
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Posted - 2014.06.10 18:35:00 -
[133] - Quote
CCP Logibro wrote:lithkul devant wrote:[quote=CCP Logibro]Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
While I think your intentions might be good on this, I think you are doing it wrong.
1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing.
2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place)
3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL.
4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times.
Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds. I'm pretty sure that we can reduce that threshold from 102 to 80-75 or even lower safely (anything that isn't an AV weapon already has a really low multiplier so shouldn't interfere still). There's also a strange thing I've found with the resistances for dropships against swarms (the 55% efficiency people have mentioned), so fixing that might solve a lot of problems. PG/CPU modifications are something we've considered, but that's a little beyond the scope of Bravo. Chances are we won't touch them this time around and leave them for another hotfix. Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people. There is no damage nerf, prototype damage is the same and standard and advanced are higher. Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy.
Let me retort to you then, https://www.youtube.com/watch?v=NxwLQAFLbJM in this video it talks about the ADS and how SL work, that the operating level of a ADS is roughly 50-100m, meaning that the SL has only roughly 100 meters in your current system to play with. This provides for an opportunity to strike, but as also shown in the video ADS pilots have ways of nearly completly negating the SL entirely with such a move that Judge pulls off in the video. We also have where ADS pilots can afterburn out of a hostile zone in less then 3 seconds, meaning they fear Forge guns far more then SL.
For those people saying a SL does not take skill, they are out of their minds. It takes skill to effectively harrass an ADS or a Tank without them prioritizing to kill you. So yes it does take quite a bit of skill to know when to shoot the missiles cause the trails will lead them right back to you.
https://www.youtube.com/watch?v=ls7hOEdNgXE In this video we see the ADS armor and shields have the same resistance values, which have yet not been changed at all. We also see that SL's do not cross the damage threshold to stop regen of shields or armor, some of this has been fixed but not all. So in conclusion we have a few things to talk about.
1. Do SL in your proposed measure stop the regen of shields and do they do the appropiate damage for what they are.
2. Is 150m enough of a targeting range to be able to effectively combat ADS and tanks (I do not think so, because blaster tanks can kill from 100m still along with Rail tanks able to kill at a huge distance as well, including the fact that ADS use missiles which typically 1-2 hit kill an infantry that is trying to AV, to do significant damage to an ADS to even chase it off, it takes 3-5 volleys even when the ADS is not protecting itself with hardeners.)
3. Tanks and ADS are very quick moving vehicles currently with high rates of acceleration. Tanks need reduced acceleration, but can keep max speed. (Tankers use terrain even just small minute bumps to block swarms, ADS afterburners)
4. If you lower the damage per missile, then you add more missiles which you are proposing, when each missile hits against an ADS as shown in the video you are in fact nerfing the damage of the SL due to regen. Let me give an example If you have 4 missiles then do 220 damage per missile that's 880, if you have 8 missiles that do 110, you have again 880, then you factor in the resistance against each missile so for the first example 220*.55= 121 now for the other 110*.55= 60.5 now lets multiple them back into actual damage, this can make the missiles fall below the damage threshold to stop the regen which is the major issue as shown in the second video (If my math is wrong I appologize in advance compared to how well Judge displays it.)
I appologize for having to cut off your original post Logibro, I needed to do so for space to retort to you properly. |
Fox Gaden
Immortal Guides
3671
|
Posted - 2014.06.10 18:51:00 -
[134] - Quote
Judge Rhadamanthus wrote:We seem to be limiting our thoughts to too small an area. Vehicle balance has a major problem. One that might not even be surmountable. The variables we have to tweak are limited. Perhaps too limited to actualy reach a suitable balance without client updates that are not coming.
Perhaps there are other ways to adjust swarms outside of speed, range and damage. I am just throwing stuff out here, these are not well thought out or even practical, there purpose is to inspire lateral thinking (trying to work within the no client update restriction):
1) Special swarms that also do damage to the pilot
2) Missiles that do more damage the slower a dropship is going. Say double damage it it is hovering, half damage when it is at full speed. Then you could remove the afterburner completely
3) Low damage but high impact physics swarms
4) Change the after burner to not change speed but make its heat throw swarms off so they miss (increase cool down too)
5) Link damage to altitude and remove the afterburner. Low altitude = high damage.
6) Remove the afterburner but increase dropship HP
7) increase swarm damage if a dropship has its afterburner active.
Theres are just ideas to get you considering other options.
The idea for example with 2 and 5 is to stop dropships just hanging there raining unfair death. If I do that I take a great risk of getting hit with 440 hp damage swarms. But if I am moving, say flying to drop off troops, like dropships should, then I take far less damage, say 100 per missile. So swarmers can time their attacks for when the dropship reaches it's destination. At the point when we are a threat to the team; rather than just blasting away from long range the whole match.
Both players have to be more strategic. We can remove the afterburner, buff swarm damage. Over to you...... 1) Special swarms that also do damage to the pilot Perhaps it delivers a massive electrical charge which damages the pilot and disrupts the dropshipsGÇÖ engines causing it to go ballistic for half a second before the engines come back online. (Not long enough to crash the Dropship unless it is really low to the ground, but enough that they pilot will have to manoeuver to recover and will want to gain more elevation.)
2) Missiles that do more damage the slower a dropship is going. Say double damage it it is hovering, half damage when it is at full speed. Then you could remove the afterburner completely Perhaps have damage proportional to relative velocity, so a dropship standing still will take more damage than a dropship flying away, and a dropship flying toward the missile will take more damage than a dropship standing still. (Like a head on collision doing more damage than when you hit the car in front of you.)
3) Low damage but high impact physics swarms Kinetic rather than Explosive missiles.
4) Change the after burner to not change speed but make its heat throw swarms off so they miss (increase cool down too) Basically adding flairs without a Client patch. Might as well make it an After Burner variant.
5) Link damage to altitude and remove the afterburner. Low altitude = high damage. Having trouble coming up with the physics explanation for that one.
6) Remove the afterburner but increase dropship HP
7) increase swarm damage if a dropship has its afterburner active. Make the Afterburner blow up if a swarm hits when it is active? Or backfire or something?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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bogeyman m
Krusual Covert Operators Minmatar Republic
250
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Posted - 2014.06.10 18:57:00 -
[135] - Quote
Fox Gaden wrote:Adipem Nothi wrote:Fox Gaden wrote:Hobo on Fire wrote: but the low end swarm launchers need a little buff. I'm thinking a reduction to the base lock on time (with balanced reduction to the operation lock-on bonus) to give entry level swarms a better DPS, while keeping wiyrkomi users where they are now. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS. o/ Fox Tell me, have you ever danced under tank fire while trying to get a target lock? Most definitely, although I have not been using Swarms very much since the week of testing I did after 1.7. I used to enjoy dueling with LAVs in an open field back in the Murder Taxi days.
A Militia Gallente Scout suit with Advanced Swarms, AV nades and REs is an interesting dance partner for a LAV... Or a HAV.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Fox Gaden
Immortal Guides
3671
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Posted - 2014.06.10 18:57:00 -
[136] - Quote
medomai grey wrote:CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in. (For the record, I only fly pythons. Don't know about incubus. As such, ADS opinion below only applies to pythons.)You can't simply improve swarm launcher flight speed without reducing tracking ability. Swarm launchers are only deficient in their lower tier damage. They have a flight speed that can only be outrun by using after burners and a tracking ability that makes them virtually impossible to shake. Increasing swarm launcher flight speed to the point that It could outrun a dropship with afterburners active without drastically reducing tracking ability will result in a swarm launcher that is impossible to evade. If your goal is to create a swarm launcher that can chase dropships away, you already have it. Higher tier swarm launchers deal sufficient damage to force me to run away. Lower tier swarm launchers do a negligible amount of damage were it is easy to track them down and kill them, and it shouldn't be that way. Lower tier swarm launchers need to be a threat to my ADS. Killing an ADS can be tricky because most pilots will run away when things get to hot because pythons are squishy. Judge Radamanthus made this video on this topic: http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQ It would be logical that faster moving missiles would have a wider turning radius, so if this was the case higher speed while making them harder to outrun, would make them easier to out manoeuver. Of course where that falls short is the question of whether they will render well enough for you to see them, in order to get your timing right to out maneuver them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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bogeyman m
Krusual Covert Operators Minmatar Republic
250
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Posted - 2014.06.10 19:00:00 -
[137] - Quote
bogeyman m wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? I'll only comment on the points that I have issues with - everything else seems reasonable... Please do NOT nerf standard swarm range - I think it should be buffed to 200m. It still takes close to a second and a half to target-lock and those vehicles are moving. Good luck getting close enough on foot in Commando suit. I still don't understand why it takes the same lock-time for a 50m target as it does for a 150m target. Longer lock times for farther targets solves this issue without nerfing range. A distant moving/flying target has a greater chance of escape; a closer stationary target, less so. Adding a weaker, 225m-250m Assault variant makes sense as does a stronger, 150m-175m Breach variant (for HAVs?). Not sure about the value of the Specialist model. I think swarm missiles should be faster than all vehicles without burners, but probably slower than those with. So make whatever corrections needed there. Increasing missile count while reducing damage per missile seems a reasonable way to flatten the damage curve from std to proto, but the bug that allows ADSs to shield regenerate throughout a missile volley impact because individual missile damage is to low needs to be corrected. Standard swarm missile smarts need to be improved some to reduce the odds of hitting inanimate things like molehills and building cross-beams - especially if the number of missiles are to be increased. HOWEVER, adding a chance variable that causes random missiles to miss their target a (very) small percentage of the time even if they run into nothing else on route seems fair and would reward pilot skill. Also, adding a target-lock warning for pilots (someone else's idea) would be a fair addition.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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CCP Logibro
C C P C C P Alliance
8046
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Posted - 2014.06.10 19:19:00 -
[138] - Quote
Alright, after having dug a little further I'm likely going to start from scratch with most changes after I figure out what's going on with the resistances to swarms on the ADS.
The Assault name on the Swarms is flexible. Main point is we're taking away the current assault swarms and replacing them with something else (Tactical I'm partial to, Breach I would prefer to leave for a single shot version).
Idea with the new swarms is to make them faster, but also less agile so that a dropship pilot that's on the ball can better manouvre to avoid them. The standard swarms will be shorter range but higher damage, more suited for taking out ground targets. I forgot to mention I'm also looking at lowering the lock on times
There's a few numbers I can play with as far as speed goes such as acceleration (linear only), initial speed and max speed. I'll be doing some testing later this week to get a feel for different variations, but feel free to make suggestions. Other things like making them shoot in a straight line for a longer period of time so you have to actually shoot them where you think the dropship is going is another thought I've had.
Damage for the most part I'll stay away from increasing at Prototype (I'm happy with the numbers from standard and advanced with more missiles) for now again due to the funky resistances. As far as making sure they still interrupt shield regen, I'll have to wait till I've sorted resistances before I tweak that but I'm looking to make sure that they can do so still with one hardener (haven't decided on two yet). I'll also double check impulse to make sure we're not massively increasing it.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Judge Rhadamanthus
Amarr Templar One
2187
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Posted - 2014.06.10 19:21:00 -
[139] - Quote
Logibro. I agree that is the place to start. Fix that. Then we can move on.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Sir Dukey
SAM-MIK General Tso's Alliance
1003
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Posted - 2014.06.10 19:23:00 -
[140] - Quote
CCP Logibro wrote:Alright, after having dug a little further I'm likely going to start from scratch with most changes after I figure out what's going on with the resistances to swarms on the ADS.
The Assault name on the Swarms is flexible. Main point is we're taking away the current assault swarms and replacing them with something else (Tactical I'm partial to, Breach I would prefer to leave for a single shot version).
Idea with the new swarms is to make them faster, but also less agile so that a dropship pilot that's on the ball can better manouvre to avoid them. The standard swarms will be shorter range but higher damage, more suited for taking out ground targets. I forgot to mention I'm also looking at lowering the lock on times
There's a few numbers I can play with as far as speed goes such as acceleration (linear only), initial speed and max speed. I'll be doing some testing later this week to get a feel for different variations, but feel free to make suggestions. Other things like making them shoot in a straight line for a longer period of time so you have to actually shoot them where you think the dropship is going is another thought I've had.
Damage for the most part I'll stay away from increasing at Prototype (I'm happy with the numbers from standard and advanced with more missiles) for now again due to the funky resistances. As far as making sure they still interrupt shield regen, I'll have to wait till I've sorted resistances before I tweak that but I'm looking to make sure that they can do so still with one hardener (haven't decided on two yet). I'll also double check impulse to make sure we're not massively increasing it.
https://www.youtube.com/watch?v=NxwLQAFLbJM |
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Sir Dukey
SAM-MIK General Tso's Alliance
1003
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Posted - 2014.06.10 19:24:00 -
[141] - Quote
CCP Logibro wrote:Alright, after having dug a little further I'm likely going to start from scratch with most changes after I figure out what's going on with the resistances to swarms on the ADS.
The Assault name on the Swarms is flexible. Main point is we're taking away the current assault swarms and replacing them with something else (Tactical I'm partial to, Breach I would prefer to leave for a single shot version).
Idea with the new swarms is to make them faster, but also less agile so that a dropship pilot that's on the ball can better manouvre to avoid them. The standard swarms will be shorter range but higher damage, more suited for taking out ground targets. I forgot to mention I'm also looking at lowering the lock on times
There's a few numbers I can play with as far as speed goes such as acceleration (linear only), initial speed and max speed. I'll be doing some testing later this week to get a feel for different variations, but feel free to make suggestions. Other things like making them shoot in a straight line for a longer period of time so you have to actually shoot them where you think the dropship is going is another thought I've had.
Damage for the most part I'll stay away from increasing at Prototype (I'm happy with the numbers from standard and advanced with more missiles) for now again due to the funky resistances. As far as making sure they still interrupt shield regen, I'll have to wait till I've sorted resistances before I tweak that but I'm looking to make sure that they can do so still with one hardener (haven't decided on two yet). I'll also double check impulse to make sure we're not massively increasing it.
If Stanfard swarms are being buffed and their ranged removed, make it so they don't chase us for 400m. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6031
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Posted - 2014.06.10 19:25:00 -
[142] - Quote
Not going to lie the thought of an 8-missile swarm launcher makes me giddy....
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bogeyman m
Krusual Covert Operators Minmatar Republic
250
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Posted - 2014.06.10 19:57:00 -
[143] - Quote
CCP Logibro wrote:Alright, after having dug a little further I'm likely going to start from scratch with most changes after I figure out what's going on with the resistances to swarms on the ADS.
The Assault name on the Swarms is flexible. Main point is we're taking away the current assault swarms and replacing them with something else (Tactical I'm partial to, Breach I would prefer to leave for a single shot version).
Idea with the new swarms is to make them faster, but also less agile so that a dropship pilot that's on the ball can better manouvre to avoid them. The standard swarms will be shorter range but higher damage, more suited for taking out ground targets. I forgot to mention I'm also looking at lowering the lock on times
There's a few numbers I can play with as far as speed goes such as acceleration (linear only), initial speed and max speed. I'll be doing some testing later this week to get a feel for different variations, but feel free to make suggestions. Other things like making them shoot in a straight line for a longer period of time so you have to actually shoot them where you think the dropship is going is another thought I've had.
Damage for the most part I'll stay away from increasing at Prototype (I'm happy with the numbers from standard and advanced with more missiles) for now again due to the funky resistances. As far as making sure they still interrupt shield regen, I'll have to wait till I've sorted resistances before I tweak that but I'm looking to make sure that they can do so still with one hardener (haven't decided on two yet). I'll also double check impulse to make sure we're not massively increasing it.
If you are going to make this niche weapon even more niche in optimizing it for either ground vehicles or air vehicles (which I don't agree with - is the forge gun going to become more specialized also? Those Rail Rifles are pretty good at long range and CQC) then you also need to reduce their CPU/PG requirements so we can fit better sidearms as self defence.
Requiring missiles run straight for 20m-30m (while arming) seems like an interesting wrinkle.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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Snake Sellors
Hellstorm Inc League of Infamy
94
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Posted - 2014.06.10 20:13:00 -
[144] - Quote
wow.. you people are hilarious.
you actually say that swarms are a "weapon to chase away dropships"
the term "weapon" should be the clue here people. they fire missiles as in things designed to destroy vehicles.
in case ccp decide that they should be for chasing away vehicles, I will point out that invariably the pilot goes away repairs and returns. if that is what it's supposed to to do then it needs to become equipment as it is designed to be unable to kill ANYTHING.
"the swarm launcher requires no skill" ok it locks on and chases it's target.... the person using it has to rely on their secondary weapon in order to survive, if your not in a commando suit then that means a sidearm. they also need to get into range against either a fast moving lav, a powerful and probably equipped with hardeners tank which is more than likely looking for infantry to kill, or finding a way, on foot to close in against something that flies... after they actually achieve that they then need to lock on and fire more than once. They have to do all of this without being noticed by scouts, heavies or snipers (in my main role av people are often a high priority target.)
You people seem to honestly believe that the reward for all of that work and investment of sp should be assist points at best, that their main goal is to just chase away the pilot.
how are they supposed to earn war points then?
"dropships are harassment vehicles" Really? ok I must be imagining things when my corp mates can get over twenty kills per round or even go tank hunting. I don't disagree with them having this ability, I just don't like to see people spout bs in order to deny other players a genuine way to play the game.
onto the actual subject.
I actually agree with other ideas that go along the idea of swarms for ground av/ air av, one having more power the other more range.
I Completely disagree with the idea of any weapon designed to not kill anything. people don't design weapons to be a deterrent. not even things like emp, stun weapons, mace sprays etc are designed to deter, they are designed to subdue.
I Agree that dropship pilots have a lot of skill involved in what they do, and should certainly not be in a situation where they can't play the game either... under no excuse should anybody ask for a weapon to obliterate a vehicle in one shot, it is a tricky thing to balance.
but if the answer is to stay that swarmers can't realistically destroy vehicles then there will need to be big changes to war points and the expectation that players need to put serious sp into a weapon that fills their main slot but can't kill.
sometime ago it was pointed out that swarms do not do the damage they are supposed to. my suggestion would be to buff swarms a LITTLE AND fix the swarm damage issues then afterwards if there is an imbalance do more to fix it in another hotfix, I would personally like to see changes to missile speed, range and damage, I believe that extra range to lock on will be too much for the pilots. the idea here is that when a swarmer gets within range they are a genuine threat that can't simply outrun the missles, an aware pilot can chose to leave earlier, get their squad to deal with the swarmer or run the very real risk of being killed.
sorry if this seems one sided, but at the moment ads, etc can kill easily swarmers can't. |
Fox Gaden
Immortal Guides
3672
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Posted - 2014.06.10 21:36:00 -
[145] - Quote
bogeyman m wrote:Fox Gaden wrote:Adipem Nothi wrote:Fox Gaden wrote:Hobo on Fire wrote: but the low end swarm launchers need a little buff. I'm thinking a reduction to the base lock on time (with balanced reduction to the operation lock-on bonus) to give entry level swarms a better DPS, while keeping wiyrkomi users where they are now. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS. o/ Fox Tell me, have you ever danced under tank fire while trying to get a target lock? Most definitely, although I have not been using Swarms very much since the week of testing I did after 1.7. I used to enjoy dueling with LAVs in an open field back in the Murder Taxi days. A Militia Gallente Scout suit with Advanced Swarms, AV nades and REs is an interesting dance partner for a LAV... Or a HAV. I believe I covered that in the most recent update to my Swarm Launcher guide.
Recently I have done most of my dances with LAVs in my Sentinel suit with an HMG.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Lynn Beck
Heaven's Lost Property
1742
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Posted - 2014.06.10 21:37:00 -
[146] - Quote
I'm in favor of making Breach swarms fire straight (out of the gun before missile guidance happens) for longer than normals, as that allows me to fire around boxes easier wen a tank turns tail, also standard swarms lock fine ATM, just gets genuinely screwed over when it's laggy.
Assault swarms could deal 200 damage(compared to Std 220), while breach deals 250, make Breaches have a 2 shot clip, and assaults- 4.
Assaults could lock at 225meters(allowing easier harassment of Ads) while breach locks at 150(?)
Also worth looking at, is a way to make Standard swarms more usable against militia tanks:
We could possibly lower the HP and/or damage threshold, making it easier for swarms to stop regen, or make Mlt/basic swarms shoot 5 missiles, Adv/pro shooting 6, while Proto has a minute damage increase per missile(?)
Anyways, what is needed is to make Mlt Av a reliable counter to Mlt tanks, whether that is all 6 volleys to kill a Mlt tank, or to bring a base Soma to 200 armor or so for it to die to Locus/Av nades.
Proto swarms also need to become a serious threat to Adv module tanks, as currently with only lv3 repair efficacy i can use trippe enhanced reps to outrep Prototype non-minmando swarms.
What would the chances be that ^^ could happen?
Tldr:
Mlt/basic swarms need to become closer in performance to Proto swarms, which needs to be addressed in a way other than 4-5-6 per volley.
Proto swarms need to become (minorly) more powerful, as suggested by me in a small damage increase over Adv(going from 220 to 230 maybe?)
Assault swarms would be welcome, as long as they deal less DPvolley and fly faster/lock at longer range. Breach Swarms would be a Minmatar Commando's best friend, being able to rely on a single weapon platform to deal with higher end tanks, as compared to the (now viable) Cbr7 scout with Packed Av nades.
General John Ripper
Like ALL the things!!!
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Baal Omniscient
L.O.T.I.S.
1641
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Posted - 2014.06.10 22:01:00 -
[147] - Quote
medomai grey wrote:Baal Omniscient wrote:Either you have no idea how to hold down the L1 button and give your ship a 45 degree tilt to reach max speed, or you are lying through your teeth intentionally. I have a Python too, and with only basic modules. I can outrun swarms as long as I see them launched and there is a suitable distance between us for me to get a full tilt going for a second or two, no afterburner needed. Quit trying to exaggerate the situation. No point in even reading the rest of your post since your premise is a sham from the start. Either quit exaggerating or L2ADS, whichever suits your current situation.
Also, the whole idea of swarms is for them to be smart missiles. They would't make good smart missiles if they didn't track you at least moderately well. For a faster VARIANT of swarms with a longer range (50-75m ish), loosing a chunk off the tracking ability of the missiles would be fine. Allowing a good pilot to outmaneuver missiles would not only make the longer range more balanced, it would add flavor to AV v Vehicle play. But current swarms (with perhaps 50ish meters less range than current swarms but with more damage) need their tracking to remain in order to deal with LAV's and CQC dropships/tanks. There is a difference between lying and being factually wrong, the difference being belief. To go straight to accusations of lying and calling someone a noob is pretty damn offensive. You may be right in me over exaggerating the mechanics. I'm going to have to do some testing. In the mean time, put a muzzle on your anger, relax, have a nice cup of tea. There was nothing in my post that should have warranted that much hate. I'm not demanding that swarms should have shoddy tracking ability. The current swarms have extremely good tracking ability; being able to do 180 degree turns, following you behind cover, etc. So when I said "drastically reduce their tracking ability", I meant reduce it so that it tracks ok. Although I do understand how that could be misinterpreted and that's my fault for not being clear enough. I am not proposing that swarm tracking ability be reduced across the board; only those that have their flight speed increased. I'm glad that you at least agree with the conclusion from my "sham" premise. Actually, I would like to apologize for my behavior last night. I had been drinking, had been ignored by Judge all day despite my direct comments towards his points (guess he doesn't like people critical of his last swarm video perhaps?), and RL right now is hell (I'll cut it short at that). Not making exceuses for my behavior, just saying I apologize for allowing my personal matters to turn me into such a trolly ass yesterday. Unfortunately you weren't the only target here in the forums either... v_v
Cuppa sounds pretty good right about now actually Thank you for having some decency when mine took a leave of absence.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Brotherband
REMNANT ENFORCERS
2
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Posted - 2014.06.10 22:02:00 -
[148] - Quote
Atiim wrote:Sir Dukey wrote: ok then.. if it's that hard to miss make it so you have to keep aim on target..
That would easily ruin Swarm Launcher vs LAV combat. I thing dumbfire would be the better idea; It's easily possible server side by taking the Mass Driver, removing the arc, increasing projectile speed, and then putting it under the Swarm Launcher model.
Do you have any Idea what dumb fire warms would be like. Imagine a carpet bombing that never ended. The matches would be decided on how many swarm launchers and nano hives were at the highest point in the map.
area denial ho
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Baal Omniscient
L.O.T.I.S.
1641
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Posted - 2014.06.10 22:08:00 -
[149] - Quote
CCP Logibro wrote:Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? [/quote] Maybe as an alt fire mode, but not as a main variant. It's bad enough right now having a weapon that can only sometimes kill vehicles. At half damage you'd never kill one, just slow it down enough that some random forge gunner on the other side of the map or redline railgunner will snag it out of the sky. It's a nice thought, but would a) make it too easy for rails/forgers (as if it wasn't easy enough for them already...) and b) would do very little AV work for the swarmer himself.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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iliel
Inner.Hell
57
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Posted - 2014.06.10 22:08:00 -
[150] - Quote
CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in.
Disable squad vision for all vehicle pilots. Fixed.
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